About two months ago, on Friday, October 20th, Nintendo
released a “sneak-peek” reveal (which you can watch here) of
their upcoming game console, formerly known as codename NX. This new hardware
is the Nintendo Switch, a console-handheld hybrid that’s meant to
provide a new experience by bridging the gap between those two worlds.
I thought that this was an incredibly interesting reveal,
not to mention the unprecedented timing and lead-up that’s had a lot of
folks in the gaming community on their toes for months. The whole thing’s
been so exciting, in fact, that I wanted to write up my thoughts and
observations of what we’ve seen so far. The contents of this
post are sort of a work in progress because there’s a lot to break down and consider, so I’ll
be coming back to it and adding more if and when something comes to mind.
The Reveal
A Dissection
Considering the fact that the reveal trailer is our first
and primary information source for the Switch and where most of my observations
stem from, I think that a breakdown of its contents is a pretty good place to
start.
Taking a look at the format, the trailer is constructed of six sections, each separated by a logo-card. Each of these is deliberately
constructed to represent specific core ideas that are meant to demonstrate the
Switch console, all coming together to provide an ample, calculated look at the
central features of the hardware.
The first section highlights the Switch's gimmick in its purest form. |
The first section opens with a man at home playing the
upcoming Legend of Zelda game, Breath of the Wild, on his television while
sitting on a couch: the typical console layout. He is prompted to leave his
house, and instead of putting his controller down he seperates two portions of
it and attaches them to the tablet unit sitting in its dock, extracting it and
heading out. The next scene sees him playing Breath of the Wild on this tablet
unit at a park while sat at a bench.
This is a strong opening that concisely summarizes the core
proposition of the Nintendo Switch as a game console that allows you to enjoy a
full home experience and take it on the go. Breath of the Wild is a highly
anticipated first-party offering that is known to be coming to Nintendo’s
current home console, the Wii U, and is a good choice to introduce the concept
of the hardware to their fans and those who are interested in the game but don’t
already own the Wii U. This section also introduces us to the primary control
method for the device, the Joy-con L and R, which attach to either side of the
tablet or can be housed in a grip to construct a more traditional control
experience for home use.
The second section illustrates a new input method and reframes the Switch's gimmick with a familiar game. |
The second section opens with a man at the airport. He
inserts a game cartridge into his Switch and shows something off to another
user while charging his unit. He takes his seat in the aircraft afterwards and
sets his unit down with a built in kickstand, attaches his headphones, and
removes his Joy-cons from either side. We see that the game he’s
playing is a variant of The Elder Scrolls: Skyrim. He continues to play on his
cab ride, now with the Joy-cons attached again before arriving home where he
docks the Switch and picks up the Pro-controller to continue his session.
This section is constructed of four parts which reveal some
new information and expand on the principle concept shown off in the first
portion of the trailer. The first part here shows no game but introduces the
primary media type very clearly, subtly shows the console being charged by an
ambiguous cord, and lightly touches on social interaction with the console,
albeit not in terms of actual play. The second part shows us a new way of using
the unit, separating the Joy-cons for wireless use and sitting the tablet down
through a built-in stand as a personal miniature display. This is done to play
Skyrim Remastered which is an ingenious selection for two reasons: The first is
that it’s a very striking statement for third-party support, being a
game developed by Bethesda, a company that hasn’t made software for Nintendo hardware in
a very long time. The second reason is that it’s a feature-rich AAA game that is very
prominent in the gaming world’s vocabulary and popular culture, making
it a great context by which to convey the hardware’s potential:
that a large-scale, open world, graphically intensive, and deep experience can
be had anywhere without the limitations that might traditionally be associated
with handhelds. The third and fourth part show the Switch being used in
tablet-mode and at home respectively, a retreading of the methods of play shown
off earlier in the first section of the trailer. This is likely something done
to further cement the core messaging within the familiar framing of Skyrim,
ensuring smaller room for presumptions of concession that may have still stood
in the minds of viewers unfamiliar with BotW. This is further driven home in
the fourth part with the introduction and use of the very traditional looking
Pro-Controller, helping round out the picture and assure viewers that this is a
true console experience.
The third section introduces us to multiplayer with single unit split-screen. |
The third section takes place in a van, wherein we see a
Switch being attached to a frame and two fellows playing Mario Kart on it, each
using a single Joy-con as a full controller for their session.
This section is the first to introduce multiplayer proper
and demonstrates it through another method of play that can be had by the
Switch: a variation of the method seen in the second scene of the second
section wherein the Joy-cons are separated from the tablet and used wirelessly.
We see that Local split-screen multiplayer is possible on an individual unit
sporting only the Joy-cons that come with it, showing us that the Switch is a
truly diverse, convenient, and flexible system with regards to methods of engagement even
when in portable mode.
The fourth section expands on multiplayer with co-op and multi-unit competitive play. |
Here we get a quick and efficient look at the Switch getting
being used in a demonstration of two new angles on multiplayer: Multi-unit
wireless competitive play and cooperative play on a single unit, contrasting
the split-screen racing seen earlier but expanding on the functionality it
presented. This is done through a 2 vs 2 basket-ball match where each team
engages through their own respective unit using the accompanying Joy-cons for
input. This is framed by a choice of game experience that is extremely popular
with sports fans in the west and highlights another big bit of third-party
support, all the while attractively presenting the Switch as a great and
efficient way to put together a Lan party.
The fifth section gives us our first look at the next new Mario title and a little bit of social engagement. |
The fifth section opens up with a new 3D Mario game being
played at home in console-mode by a lady. She looks through the window and is
beckoned to join her friends who are gathered on the roof-top of another building. She collects her unit from the
dock after connecting the Joy-cons to it and heads off to meet them, showing
off the device and engaging in multiplayer, though we don’t see what’s
happening.
This section slows down and doesn’t seem to
heavily expand on the core mechanic of the Switch in a notable way when compared
to the previous sections, but it’s a lull that show us that a big new
Mario game is on the way and that it has a multiplayer element. This is
effectively another reassurance of Nintendo’s first-party dedication to their player
base using one of their most prominent franchises. Because that seems to be a
hard deviation thus far regarding how the trailer’s been put together it doesn’t
seem like a stretch to say that that’s not the only reason this section is a
part of the trailer and that it’s placed here for a reason, and I think
that reason could be to show us smaller scale spectator involvement as a
precursor to the last section of the trailer. It could also imply that the
multiplayer or even single player Mario experience is enjoyable to watch or is
designed to provide opportunity for those spectating to get involved. It’ll
be interesting to see how that pans out.
The last section gives us a glimpse at the Switch being used with an online game in a professional competitive scene. |
The presentation of an online game is the logical conclusion
to top off the progression of the trailer overall and is a culmination of the
last two sections in that it expands on the local multi-unit play from section
four and the spectator engagement of section five. We get to see the Switch
used for e-sports and Nintendo chose to highlight this with their own online multiplayer shooter and one of their biggest new recent IPs, Splatoon. All
players shown are using the Pro-controller in this part of the trailer, and it’s
worth noting that it highlights another controller configuration in using the
Pro-controller with the tablet instead of some configuration of the Joy-cons.
Messaging
I’d say this was very generous three and a
half minute reveal trailer, but it’s not that long for the simple sake of
being so. The intent was presenting what the Switch is and with the utmost
clarity, defining what it does. If this is true, I think that they’ve
done a great job.
Thoughtfully structured and varied, the trailer builds on
itself segment after segment, expanding and attractively recontextualizing the
core concept that permeates its length: This is a device that can play full
scale console experiences at home or on the go.
“By no means was that everything”
Nintendo’s current president, Tatsumi Kimishima, has apparently gone on record saying with regard
to this video, indicating that there’s still more to know about what the
Switch has to offer and lending credence to the idea that this was a very
focused reveal. There are actually little hints of certain features that have
become staples in the touch and motion-control generation, but it seems quite
likely that the reason for these things not being prominent (if they are
features) is to ensure that what makes the Switch special comes through without
distraction: that the messaging isn’t muddled by association with the Wii,
Wii U, or even the DS series of handhelds and instead speaks in universal terms
that can be associated with a traditionally perceived video game experience.
Also worth noting is that the selection of actors for this
trailer looked like it consisted of a specific age group. At first I thought
that it might represent a particular demographic, but it seems more like they wanted a relatable middle ground: a show of folks that communicates to all
demographics without alienating any particular one. We got to see active
lifestyles, home usage, social engagement, and use during transit, all framed
by different traditional “hardcore” experiences that can be enjoyed by all
kinds of folk in all kinds of age groups.
Overall, I felt that this reveal was extremely well thought
out and indicates that Nintendo is both cautious of past mistakes and quite
confident in what they’re bringing to the table now. I’d
call it a positive turn for them.
Marketing
Why Now?
Nintendo’s officially revealed the Switch a
little under a half a year before its supposed launch in March of next year.
This is a very uncommon strategy and potentially could be the shortest time
from reveal-to-launch of major hardware in the industry, which begs the
question: why?
As far as reasons we can be sure of, there are at least two
that we can reference.
Miyamoto was quoted as saying “In terms of NX, there’s
an idea we’re working on. That’s why we can’t share
anything at this point”. He then qualified it as an innovation
that wasn’t specifically tied to technological advancements. This
indicates that Nintendo wants to keep the concept close to their chest in order
to protect the novelty from being pursued by others or revealed without strong
elaboration. With Scorpio a long way away from release and the PS4 Pro having
been in production and close to release at the time, this choice of reveal
period is pretty in line with meeting that intent.
The other reason for the late reveal is actually very simple
and one that’s hard to argue with. The Switch isn’t being
launched this year and taking advantage of the holiday season because,
according to the current company president, Nintendo wanted to
allow time for games to be made for the hardware. This is important in and of
itself as a software drought is not good for cultivating an install base and a
later launch also lends itself to a later reveal.
On top of these two reasons, I also like to think that a
reasonable assumption exists in the idea that a shorter time between
announcement and release means that any anticipation for the hardware garnered
by the reveal doesn’t have to fizzle out in the meantime.
Considering the amount of heavy hitting software being announced and released
during the holidays, there’d be a pretty sizable flood of content
for other platforms that could potentially drown out the Switch’s
grip on the consumer mind-share, so while ensuring that the knowledge of the
Switch is fresher than not by skipping that period seems like the smarter way
of doing things, it’d mean completely throwing away consumer
consideration in that pivotal period; it’d mean that those in the market for a
new console would probably put their money down and be less prepared to invest
in another one a few months later. This indicates that there’s
potentially a bit of value in letting folks know about the Switch right as that
shopping period starts. The coming January event is also a great way to renew
mindshare for the Switch after the Christmas rush after the fact and really
hook folks who may have held their dollar back in the hopes of making an
informed decision. Outside of elaborating on the hardware, we’ll
get a good look at the software that’ll accompany the console at a time where
no other events can overshadow it before its launch about two months later.
Combining Markets
Nintendo’s Kimishima provided reassurance that
the Switch will not engulf their handheld development moving forward: that the
3DS is safe and still a valuable pillar that will be supported.
Many folks have regarded this as misdirection or marketing
speak while referencing how similar statements were made when the DS line
entered the market in relation to the Gameboy line. I personally don’t
believe that this is necessarily true, largely because the anecdotes used to
support the idea that they’re just testing the water aren’t
linearly comparable to the circumstances at hand.
With regards to profitability, there’s actually a
danger to merging these two markets. It is true that software development would
become more straightforward for Nintendo due to there being a single piece of
hardware to support, but putting out a product meant for both consumer groups
doesn’t necessarily mean that they’ll be able to satiate both groups in the same measure. A
fair portion of handheld gamers may look for particular conveniences that might
not be afforded by the device being offered, and a part of the console market
will likely be quite unappreciative of the concessions made in performance for
a portability they may not value or want to take advantage of. There’ll
need to be an immense install base that nears or surpasses the combined numbers
of their handheld and console user base in their more successful years to make
this sort of merger of markets worth doing, and these sorts of variances
between the two markets mean that it’d by no means be an easy feat.
We also currently know that dual-screen play will not be
returning to the Switch and, depending on where things go with touch, combining
markets would potentially see the true end of two features that have been core
to many novelties through the years in the games industry on dedicated
hardware. These are things that could easily be unique to the DS line moving
forward if it is sustained; dual-screen play in particular is still very
uncommon with regards to competing hardware and, after its failure to garner
interesting the console space with the Wii U, is something that can only be
found supported in the DS family of products. It’d be a shame not to take advantage of
that and nurture it accordingly.
It’s worth mentioning that Nintendo’s
entry into the mobile market is also considered justification for them to leave
the DS line behind; a door is open for them to transition from their
Console/Handheld ecosystem to a Hybrid/Mobile ecosystem instead. The idea
behind this is that if a successful Switch won’t put the 3DS to bed, then mobile will
do the job instead.
The mobile marketplace has great profit potential and could
be a very strong pillar for Nintendo moving forward, but there are a fair few
challenges and changes that come with that space to consider. In making mobile
software, Nintendo makes no licensing profit, has no control over the market,
sells no hardware directly, must operate under the norms of a different
ecosystem with regards to the cost of their games/apps, and must design within the
constraints of a limited input method. Profitability would also need to be
extremely high and consistent for Nintendo to confidently lean on mobile, and
it’s just too early for them to be making that sort of
transition, but I’m not so sure that it’s even on the table.
Back in December of last year, Scott Moffitt, the executive
VP of sales and marketing at Nintendo, said that the goal with mobile was to “bring
people to our dedicated platforms”, and unless course has shifted on that
front due to Miitomo, I’m not too worried about a change in
plans.
These reasons are why I think it might be fair to take
Nintendo’s word with a bit less incredulity than back when this sort of
thing came up with the Gameboy. But who knows for sure? With the Switch and
Nintendo’s entry into the mobile market each providing a part of the
appeal and value that was once unique to the 3DS, it’s hard not to
feel like it’s going to be phased out.
Standing Out
Running with the supposition that the Switch does have touch
as a feature and that it wasn’t visibly on display in an attempt to
avoid association with non-traditional game experiences, it’s
easy to see some call Nintendo’s decision making on the matter
narrow-minded or a squandering of potential. After all, touch is easy to convey
and is the primary input method in the mobile space, which holds the largest
active install base for a platform type. I would disagree with this line of thought.
The fact of the matter is that the message being delivered
in the trailer is that the Switch allows you to have a traditional home
console experience anywhere you want, and touch does fairly little to bolster
that message. While it's true that the Wii U is a home console and did indeed
introduce touch as a primary control method in that space, that same system
has not made a dent in the public perception of how touch can be a part of the
core console experience like the Wii did for motion controls. Microsoft and
Sony hardware have the current stronghold over the mind-share of gamers and even
non-gamers who have and incidental understanding of the industry. For the last
two hardware generations, they’ve primarily provided and marketed a
traditional set of experiences that, before that point, even Nintendo generally
conformed to. This means that the broadest understanding of large scale home
console gaming in general culture does not include touch and includes motion
control as secondary at best.
Now that I’ve elaborated a bit on the reason why
touch doesn’t reflect much value to the focus of the reveal, let’s
turn our eye towards the actual value in marketing towards the casual and
mobile market place where touch is most prominent. I’ll tell you now, the advantage of doing
so isn’t necessarily as big as one might otherwise think.
Consider that while mobile gaming is big, it is exacted as
one of many non-primary uses of the devices it exists on; phones are almost a
necessity now and are used as communication devices first and foremost, which is why they sell so well.
The Switch is not primarily a communication device but a gaming device.
Phones find use as general lifestyle devices with their massive feature sets and this bolsters their day-to-day value, but individual uses like gaming are not the big drivers in getting that hardware moving off shelves. This also rings true for the tablet market.
Indeed, even if the Switch ends up having functionality that makes it seem viable as a tablet replacement on the surface, it won’t primarily be marketed as such, and that might be a wise decision for the beginning of its life-span. Nintendo isn’t likely running an Android or iOS based platform to take advantage of the large library of applications on offer, and their own potential marketplace will have an uphill battle when faced with providing comparable utility and variety even if they ease off of their traditional, scrutinous software approval process. All this is to say that if the Switch ends up becoming a lifestyle device that is running proprietary OS, it’s probably smart that Nintendo’s keeping that from being central in its more prominent marketing; They can't yet compete respectably in that market and wouldn't want to allow for the perception that the Switch is intended to sell directly as a competitor to that type of device.
The Switch is not primarily a communication device but a gaming device.
Phones find use as general lifestyle devices with their massive feature sets and this bolsters their day-to-day value, but individual uses like gaming are not the big drivers in getting that hardware moving off shelves. This also rings true for the tablet market.
Indeed, even if the Switch ends up having functionality that makes it seem viable as a tablet replacement on the surface, it won’t primarily be marketed as such, and that might be a wise decision for the beginning of its life-span. Nintendo isn’t likely running an Android or iOS based platform to take advantage of the large library of applications on offer, and their own potential marketplace will have an uphill battle when faced with providing comparable utility and variety even if they ease off of their traditional, scrutinous software approval process. All this is to say that if the Switch ends up becoming a lifestyle device that is running proprietary OS, it’s probably smart that Nintendo’s keeping that from being central in its more prominent marketing; They can't yet compete respectably in that market and wouldn't want to allow for the perception that the Switch is intended to sell directly as a competitor to that type of device.
Leaving that matter aside, putting touch at the forefront
poses another more notable problem: associating the Switch’s
primary feature set with the 3DS is not a very safe move. This isn’t
simply because it may muddle the Switch’s identity as would be the case with the
Wii U but because of the implications it would have on the value proposition of
the 3DS: a system whose most notable novelty is in as much in its touch screen
functionality as it's in its dual-screen novelty. We’re months away from the launch of this
new console, and Nintendo either wants to keep both of these platforms active
or test the waters as some have assumed before transitioning to a merger of
markets. Is it really so wise then to depreciate the value of the 3DS hardware
before the Switch’s release? For either scenario, making the 3DS seem relatively
less valuable is not good for the future of the system As the strongest
active pillar currently bringing in revenue for Nintendo, taking an active role
in unsettling its momentum just isn’t smart business for them or the
third-party software developers still supporting it.
If what I’m saying is reasonable, you may wonder
how these negative externalities are at all avoidable anyway if the feature exists.
I think there are two things worth considering when answering that concern:
The implication of short-form messaging and the clarity of more detailed messaging without time constraints.
A lot of details have been put forward in the three and a half minute video we’ve been shown, but it was all in terms of a very particular feature-set and involved a linear, direct elaboration throughout while incrementally expanding on that information. This is ideal, as in order for the trailer to be effective marketing material it should speak for itself and clearly define the scope by which the ideas within are conveyed, effectively limiting the room viewers have to draw unintentional conclusions. Showing touch to the world at large who will likely not look through press-releases and dedicated news outlets all the while keeping quiet until January wouldn’t exactly be a great way to avoid uncritical assumptions and just allows viewers to draw grander conclusions than intended by the promises of the footage.
The implication of short-form messaging and the clarity of more detailed messaging without time constraints.
A lot of details have been put forward in the three and a half minute video we’ve been shown, but it was all in terms of a very particular feature-set and involved a linear, direct elaboration throughout while incrementally expanding on that information. This is ideal, as in order for the trailer to be effective marketing material it should speak for itself and clearly define the scope by which the ideas within are conveyed, effectively limiting the room viewers have to draw unintentional conclusions. Showing touch to the world at large who will likely not look through press-releases and dedicated news outlets all the while keeping quiet until January wouldn’t exactly be a great way to avoid uncritical assumptions and just allows viewers to draw grander conclusions than intended by the promises of the footage.
This is where more detailed messaging comes in.
January 12th will see an event that highlights the specifics
of the Switch including software, key-features, and retail information. This
long-form presentation is easily a much stronger opportunity to make clear in
plain words and demonstration how supposedly missing features like touch work
on this particular hardware, if at all. This will be the best means of ensuring
that folks will be able to differentiate between the platforms instead of conflating certain things and losing the plot.
Observations
Dock
The Switch package is comprised of two notable parts: the
handheld unit that is the core system and the dock which charges and
facilitates TV play. With regards to the dock, there are conflicting views on
whether or not it bolsters the systems capabilities in any way, as official
statements have given some people narrow grounds to argue it might. There are
four possibilities in regards to this matter:
- The dock has no function with regards to increasing the power of the Switch.
- The dock cools and enables an over/standard-clocking of the Switch handheld unit.
- The dock provides no additional cooling but over/standard-clocks the handheld unit to achieve greater output.
- The dock has a secondary GPU used to provide supplementary processing.
The first and third points in particular are notable to me,
as neither of them are ruled out by any perception of Nintendo’s
statement on the matter. This would allow for a full featured experience no
matter how you use the device for point one and a full featured experience when
the Switch is connected to a power source for point three. These are both the
strongest cases for the promise of the device in the trailer if we’re
looking for an uncompromised play experience between docked and un-docked play,
though some folk may not prefer that if it means that the system isn’t
as powerful as it could be.
The general design of the dock is very nontraditional when
looking at other Nintendo hardware, but I don't read much into that because the
application of the novelty is a clear enough reason for why this is the case.
There wasn’t a good look at the back of the dock in the trailer and the
press-release photos don’t help on that front either, so we don’t
actually know for sure what’s there outside of the two USB ports on
the side. Safe bets include a power port, HDMI port, and maybe a further USB
slot. If the dock is as simplistic in function as Nintendo’s
said and there’s no crazy tech in there, it might also be fair to say that
the power-brick would be internal if there was one, but I doubt that one even
exists considering that the Switch is built on mobile tech and would likely
have a far lower power draw than traditional consoles. Either case would be a
nice measure for a small footprint and ease of storage.
Speaking of the power-brick, I’m actually quite curious about what’ll
be included with the Switch when considering the information we have. I think that an HDMI cable is a guarantee, but I wonder about how they'll go about the power-cables.
One possibility could be that it comes with a single power cable and an adapter head; the set would be usable to power the dock or charge the Switch when on the go. Although this is likely the cheapest scenario, I doubt they'd go this route for a few reasons:
- It would be inconvenient for consumers to disconnect the cable every time they'd like to head out without purchasing another cable.
- Though a single cable type for the dock and handheld isn't outlandish, one that's wieldy enough to be taken along with a player on the go would be too flimsy to be used as a primary power-cable without being at greater risk of failure/damage.
- It would mean no charging of the Joy-cons while using them and playing in console mode without purchasing another cable.
The other possibility that I think is far more likely is that
two cables are included: one that's thick and durable with a wall adapter-head integrated and another standard power-cable for
charging on the go and dealing with controllers during TV play.
I also thought it was interesting that, when connected, the
Switch handheld protrudes from the top of the dock. The least presumptuous
reason I can come up with for this is probably that it’s meant for
ease of removal when the Joy-cons aren't connected to it.
Control Input
As can be seen in the trailer, there are various
configurations available for play between the system and controllers:
- Joy-cons with Grip
- Joy-cons with tablet unit
- Wireless Joy-cons with tablet unit
- Single Joy-con use
- Pro Controller
This shows a great versatility with just the included
Joy-cons, let alone when they’re combined with the grip. To me, this
clearly indicates that Nintendo wants every part of the Switch experience to be
possible just with what comes in the box, which is quite appreciable.
Really looking at how the hardware seems to work in the
reveal, I think it’s fair to say that hooking Joy-cons up
to the Switch charges them or at least provides them with enough juice to run
whenever you use them in conjunction with the tablet; however, there’s
no apparent indication that the individual Joy-cons can be charged without
being hooked up to either the tablet or the Grip.
Folks with sharp eyes have figured that there’s
a possibility that the Joy-con Grip might not have its own active LEDs but
actually reflect the light from the indicators on the actual Joy-cons
themselves, leading to the conclusion that it’s just a sort of plastic shell.
Personally, I’m doubtful that the Grip is just a shell. I think that at the least, the Grip will be a means
to charge the Joy-cons while the Tablet is docked. I say this because it’d
be incredibly inconvenient and restrictive to have to stop playing on TV-mode
if all you have are the included Joy-cons and have to hook them up to the Switch
while they charge. This is also one of the arguments I have for the Grip being
included, as charging each individual Joy-con would involve more than one
cable/a split cable, which would surely be unwieldy during play with regards to
the light weight I think these things likely have.
The other argument I’d put forward for the Grip coming with
the Switch is a game like Splatoon that uses gyroscopic controls as a primary
input method. I can’t imagine Nintendo allowing the oddity
that would be using the gyro controls with two segmented pieces. In fact,
having a unit in each hand disconnected from the other might be strange for
even standard input games, so I’m fairly doubtful that Nintendo would
ask players to just get used to it.
I don’t have too much to say about the Pro
Controller aside from not thinking it’s a stretch to say that it definitely
has a means of charging by cable.
IR may exist for Wii-style “Waggle” motion controls as I doubt Nintendo
would abandon a core method of play entirely, but there’s no indicator
of it being a feature in the trailer itself. There is, however, decent ground
to make an assumption on how sensor bar functionality would be implemented. I
believe that if the experience on the handheld unit is truly meant to be the
same that’s had at home, a hypothetical sensor bar or technological
equivalent would have to be integrated into the tablet unit. With a reasonable
part of the top of the unit protruding from the dock, I think it isn’t
too far-fetched to say that if that kind of tech/experience will be a part of
the Switch, that’s where it’d be built. This also has another
implication in that the Switch isn’t meant to be laid down or placed
side-ways when a game involving Waggle is being played. This is all
hypothetical, of course, so we’ll see what happens in the future.
No touch has been shown off in the trailer either, but there’s
good enough reason for them to have held back from showing it off as I’ve
explained in a previous section. To be fair though, that doesn’t
mean or even imply that it is a feature of the Switch, and the fact that touch
can’t be used when the tablet is docked means that it can’t
exactly be included in the reveal trailer without undermining the message that
the game experience at home is 1:1 to the experience on the go.
A lack of touch outright isn’t a good thing; it not only takes away
from potential gaming applications but does away with providing a viable
keyboard alternative for taking notes, making numerical inputs, web-browsing, and
effective messaging. Basically input overall. This is particularly damning as
it would imply that the Joy-cons being detachable doesn’t
necessarily mean you don’t need them or a pro-controller at any
given time, and that basically diminishes the portability of the device.
Leaving aside these worst-case scenarios, you can see
that the screen is smudged in certain parts of the trailer, which is not
something typically seen in promotional material; you want your hardware to
look as attractive and clean to consumers as possible, of course. To me, this feels like a
subtle nod to touch screen functionality probably being a thing, so I’m
not too worried on that front.
Headphones and Mic
I think that it’s worth noting that during the occasion
that headphones are actually used in the trailer, they aren’t
proprietary. Sony included a small ear-bud and mic with the PS4 to ensure the
social interaction that’d be a pillar of their online ecosystem
would be accessible by all users in some way from the start. MS didn’t
include a headset but, at launch, insisted that the Kinect had a built in mic
that would suffice. There isn’t yet a clear precedent to point toward in the console market, so I’m not sure if we’ll see any
sort of pack-in at all.
Also interesting is that the only headphone port we know
exists on the Switch is on the handheld unit itself. There wasn’t
any clear indicator of a port on the Pro Controller or grip, and it seems
doubtful that there’d be one on either Joy-con for various
reasons. It makes me wonder if Nintendo will go the MS route by employing
Bluetooth support in the Grip/Pro Controller or perhaps directly in the Switch
itself.
Mic input wasn’t on display either in the trailer. I
suppose this is fair considering that it isn’t a part of the core messaging that was
being conveyed anyway, but I’d say that the one opportunity to show
something like this off would have been with an online multiplayer game.
Funnily enough, the game of their choice was Splatoon, a title that is infamous
for not supporting voice chat to begin with.
Up until recently, the online space hasn’t
been Nintendo’s market, and their current implementations shy away from
allowing strangers to communicate in a way that might lead to a negative
experience. It’ll be curious to see how they grow or shift with their
first-party software offerings in the face of this.
Camera
The most notable thing about a camera is that there doesn’t
seem to be one in the trailer. Not on the front or back of the console. If this
isn’t simply a case of Nintendo being particular with what’s
being shown off and there really isn’t a built in Camera, then there won’t
be a use of it for games through AR (No Pokemon Go for example), typical
Nintendo novelties (Mii Creation/Face Raiders), visual chat applications, or
just photography. If we humor the possibility of there not being touch either,
we won’t necessarily be looking at as rich of a lifestyle device as
some may have presumed the Switch could be.
Strange Button
This button can be seen on both the Left Joy-con and the Pro
Controller. There’s not been any clear statement of what it is, but some
speculate that this might be Nintendo’s variation of a share button. I’m
inclined to think that that is a decent possibility because it looks a lot like
the iconography for a camera’s record symbol. I can’t
say for sure that this is true and, if it is, whether the button represents
access to the media suite that’d be used to manage footage like we see
with Sony and MS's offerings or simply initiates and stops recording in a more simplified
manner, but I’m very interested in seeing what a Nintendo spin on this sort
of function would be like.
Backwards Compatibility
We see quite clearly in the reveal that the media format in
use for the Switch is a new sort of cartridge, something that Nintendo hasn’t
done for a console since the Nintendo 64. The unique format is notable on these
terms as it ensures that, at least on a physical media basis, the Switch will
not offer backwards compatibility with the Wii U. The difference in dimensions
also serves the same conclusion for the use of 3DS cartridges. The lack of
dual-screen functionality and even touch screen functionality (at least when
docked) are also things that make it hard to think that the Switch will be able
to natively run 3DS, DS, or Wii U titles. This is interesting to me considering
that the Wii U is technically equipped with everything necessary to play
essentially all titles that released on previous Nintendo hardware baring
anything that requires 3D.
An interesting possibility for backwards compatibility is a
retroactive cross-buy implementation for previously owned digital titles, but
that may, at best, just be something set up for software that’s
ported forward or virtual-console purchases if at all available.
Pivotal Points
These particular points are what I believe to be the most
important things Nintendo has to get right for the Switch to be a success.
Software
It’s still a fair bit early and there aren’t
many developers talking about whether they’re making games for the Switch let alone
what those games are, but we’ve still managed to get a glimpse of a
lot of interesting software in the reveal trailer alone.
Interestingly, of the four first-party offerings shown off
three have appeared on the Wii U in some capacity: BotW is coming to the Wii U,
the Mario Kart on display looks like an updated version of Mario Kart 8, and
Splatoon also looks as though it might be an upgrade. I appreciate this in a
few ways, the first being that, on the first-party front, it seems clear that
Nintendo is holding back on showing their hand so early (relatively) in the
marketing cycle. The other is that this show of potentially updated software
puts forward the idea that the Wii U backlog may be a big part of their
software strategy with regards to kick-starting and supporting the Switch in
its first year or two in the market.
Kimishima mentioned before that the Switch had been held
back to ensure a respectable library software was ready for it when it hit
stores. I think that the bigger Wii U titles could be a very smart buffer between
pivotal first-party software releases, effectively building a strong and
generous backbone for the Switch as third-party support catches its footing and
(hopefully) reaches parity with the other consoles on market. This sort of
strategy may actually be the closest to the hypothetical application Iwata
responded to during Nintendo’s 71st annual Shareholder meeting (Q 5-2
on this page) that Nintendo could ever get, and the short announce-to-release
period might be telling of that now being viable.
Bringing forward tiles like Smash 4, Mario Maker, Mario Kart
8, and Splatoon also contribute to engaging consumers through community driven
experiences, further helping pad the lull that may exist between releases of
newer offerings. This could even provide value to Wii U owners if Nintendo
decides to integrate the servers between the two platforms. This would add
longevity to these game experiences for those who won’t upgrade to
the new console and even make things livelier for Switch users. If anything, this
would be a means of supporting the Wii U beyond the launch of the Switch, which
I think would be a nice gesture if pursued.
Moving forward, I think it might be possible to glance a lot
about the Switch hardware based on software that’s confirmed to come first. Things like
Smash Bros being brought over would likely be a strong argument for support of
older controllers in some way, and something like Pokemon Go would alone be a
solid basis for camera, touch, and GPS/Mobile data support. These are hypothetical examples of course.
I get to wondering if there’ll be a standard pack-in game like
Nintendo Land or the Wii-Sports games. These are things Nintendo put forward to
ensure a great deal of folk who invested in hardware had something to play, not
to mention that these games were made to clearly highlight the novelties of
their respective consoles.
If there does end
up being a specially made pack-in title, what would that be like? The primary
innovation of the Switch that we currently know of is not one that would feed
mechanical novelty as far as I can imagine. Of course, we still don’t
necessarily know everything about what makes the Switch unique just yet.
Third-parties are an important part of the health,
longevity, and value of a console. Coming off the Wii U, I’m
sure Nintendo appreciates that more than ever. In order to ensure the success
of the Switch, they’ll need to do their part in enticing and
aiding these developers. Building a strong install-base, reaching out,
promoting partners, and making software development efficient and easy are a
few examples of strong forward action that would be smart for Nintendo to take.
Power
On the surface, the Switch looks like a reasonably powerful
package. Although this is true, knowing that the principle hardware is in a
tablet and running Nvidia mobile tech is a cause for alarm to some and grounds
to be skeptical of the system’s output, particularly when your
standard is one of the other consoles on the market. I believe that, at the
least, the Switch will not be as or less powerful than the Wii U for a few
reasons:
- It’d be a Wii U without dual-screen play but more than 30 feet of freedom from the dock, and simply trading one feature for another like that isn’t all too enticing. That loss of dual screen gaming also takes away from potential backwards compatibility which, to me, tip the scales a bit further towards a value deficit.
- A lack of parity in terms of architecture with the PS4 and Xbox One already means a more work for developers when porting software, but an extreme difference in capability would just add to that load and potentially require them to make sacrifices to their games for the Switch version or for all versions to ensure parity. That just doesn’t sit right coming off of the Wii U.
- Some bigger third-parties had come out to discuss the possibility of working with Nintendo before the reveal. Most notably, Bethesda’s VP or Public Relations and Marketing Pete Hines responded to the possibility of working on the NX in an interview with Metro UK, confirming that developing for it would absolutely be on the table if it were within the power range of the Xbox One. To be fair, this was a metric provided by the interviewer, but Hines also notes that the reason that the company hasn’t supported Nintendo hardware was indeed a matter of technical limitations. Today, we know that Bethesda is working with the Switch and, though not confirmed for release, Skyrim Remastered featured prominently in the reveal.
Battery Life
Battery life is a concern worth having. Even if the Switch
operates at a level nearer to the Wii U when used as a handheld, it’ll
need to have respectable battery life for it to make sense to the handheld
market and effectively fulfill that part of the promised experience. Nintendo
knows this better than anyone else in the industry.
Looking back, the Gameboy could have come out with a color
screen far earlier than it did. This functionality was held back due to battery
life concerns. Some thought this was laughable, but upon the release and
relative failure of the competition to capture the market even with universally
better specs, this and many other decisions in the design and marketing of the
Gameboy were entirely vindicated. This victory is so notable in the history of
Nintendo as a hardware developer that I doubt they’d willingly
risk swapping roles in present day in the face of other handheld/mobile
options.
So with these things in mind the battery has to be
serviceable at the least, but let’s ask another question: What would need
to be done if battery life was NOT good? Or perhaps, more realistically, what
should be done to supplement the quality of experience when the Switch is used
as a portable? I believe the clearest answer is convenience and efficiency in
charging. I think this will turn out to have been a big consideration on
Nintendo’s part and that we’ll see either a proprietary connector or
an application of USB Type-C to provide things like faster overall charging and
a feature like quick-charging as seen on modern phones. I can imagine marketing
slogans like “2 minutes of charge for 20 minutes of play”
being attractive things to put out on Press-Releases and say during a
presentation.
Personally, I’m hoping for about 5 hours of
battery-life on average during play and upwards 10 for other uses, but I don’t
have a strong enough basis to assume any solid numbers.
Price
Hardware
The pricing of hardware alone can probably get its own full
write-up due to observations tied to the pricing and cost of manufacture of the
Wii U, but we’ll leave that for another time and focus on the more
straight-forward considerations that’d effectively be the basis of what the
consumer would call a reasonable price.
Nintendo needs to price this Switch between the expectations
of two markets: The handheld market and the console market.
The handheld market shunned the 3DS at 250 USD at launch
which led to a major price-drop and an early-adopter rewards program to
accommodate those who put their money toward it. In the aftermath, the 3DS has
enjoyed reasonable stability and its line runs the range of 79-199 USD. This
serves as the strongest frame of reference for price expectations of a
dedicated gaming handheld as the strongest device in that space.
The Console market currently sees Microsoft and Sony’s
offerings running the range of 299-399 USD, which I’d say gives us
the cap of our cost margin assumptions with what the Console market expects
from their hardware.
In order to satisfy the market expectations of the both of
these groups, Nintendo will have to play things smart on many fronts, but the
fact of the matter is that the frame of reference consumers choose will paint
their perception of the value of the Switch.
Because I doubt Nintendo will set the price range of the
Switch in a way that undermines the 3DS, I think they’ll avoid starting
at 200 USD, even if the 3DS XL sees some sort of price drop. This ensures that
the consumer market in general understands that these are different classes of
product. Besides that, Nintendo’s already said that they won’t
be selling the Switch at a loss, and I feel like it’s unreasonable
to think that it would cost that little to produce a device using new and
specialized technology.
Overall, a price range between 250-350 USD at its most basic
SKU is what I’d call a reasonable assumption of market expectations for this
device when recognizing what it brings to the table. A price of about 300 USD
or lower is where I see the sweet-spot of positive reception from the handheld
and console market being, so I can only hope that the manufacturing cost of the
Switch allows for them to work within these numbers.
Software
Some believe that the Switch will be at a disadvantage right
out the gate if it isn’t as powerful as the alternative console
options on the market. If we humor this as likely, a strong course of action
exists in retailing Switch games for a slightly lower MSRP than seen on those
other platforms, perhaps 45-55 USD for example. Under-cutting the competition
in this way could serve as a notable means of enticing consumers to pick up the
Switch version of a game at launch and the Switch out right as a valuable
long-term investment assuming the overall experiences are similar with regards
to third-party releases.
The likelihood of this course of action isn’t
certain for a couple of reasons I think, including things like third-parties
wanting to maintain current pricing conventions due to the unattractive
decrease in per-unit profit in physical and digital sales and the potentially
higher cost of the cartridges being used compared to disks. It would be an interesting thing to see
happen if things went that route, though.
I think that other measures can be taken with software
pricing conventions to make purchasing games on Nintendo hardware more
enticing. Things like Cross-buy and one-time payment for Virtual Console titles
tied to an account instead of hardware would be a very welcome change for those
that love their classics.
Another interesting point exists in the fact that Nintendo
is currently the only big player that doesn’t charge for their online platform. Xbox
Live and PS Plus are now mostly mandatory for online play, and while it’d
be great for Nintendo to provide a similar reward/discount program, I think
that by embracing social engagement in traditional ways and not charging the
consumer for online play they’ll have an incredible boon over Sony and
Microsoft when marketing towards folks who only want to play Call of Duty, Fifa
or other online multiplayer focused games from third-party developers. It’s
something that they can walk out on stage and proudly push as a selling point
of the Switch over the alternatives. We’ll have to wait and see what they do,
but I’m very hopeful that they’ll keep this possibility in mind.
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